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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
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![]() Quote:
![]() To answer your question: this version can do that. ![]() Just go into realism options and turn off "manual targetting" and you're all set! Or if I misunderstood the problem, please explain further. Happy hunting kaleun ![]()
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#77 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
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Note: if you have "manual targetting" turned off in the realism options then it will not do anything when you click on it. Turn on manual targetting and it will work ![]()
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#78 | ||
Stowaway
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#79 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
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I didn't think this would be an issue... I never saw the point in having two realism options which allow you to get a firing solution, so now in my mod you have just one. The other (Weapons Officer Assistance) now has a 0% realism hit, and allows the weap. officer to ID the ships for you, but he can't give you a firing solution. But, now that I think about it, you can work around this if you like. Download a tool called "set keys" (or something like that) if you can find it, and assign a KB shortcut to the weap. officer firing solution, and that will work ![]()
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#80 | ||
Stowaway
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http://hp-h.com/p/cavalier88/ |
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#81 | ||
Ace of the Deep
![]() Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
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Quote:
under the map....
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#82 |
Swabbie
![]() Join Date: Sep 2006
Posts: 9
Downloads: 47
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That did the trick onelifecrisis. Thank you so much.
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#83 |
Stowaway
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Hey onelifecrisis,
I used the Set key program and mapped the solution to target to the NumPad 5 (x65) and it works great while giving me the full functionality of you mod. Thanks man!! wg |
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#84 |
Sailor man
![]() Join Date: Nov 2005
Location: Vancouver.B.C. Canada
Posts: 44
Downloads: 1
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Nice work OLC,I run a heavily modded GWX 1.03,found only one conflict,an old dials mod,disabling that no problems.It makes GWX more immersiable than it already is.Once again nice work
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#85 |
Chief
![]() Join Date: Aug 2006
Location: some where in the deep blue sea
Posts: 318
Downloads: 0
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O MY GOD HOW GOOOOOD DOSE THAT LOOK
![]() ![]() ![]() ![]() OOOOO LA LA ![]() YOU THE MAN |
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#86 |
Swabbie
![]() Join Date: Dec 2005
Location: Denmark
Posts: 13
Downloads: 33
Uploads: 0
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![]() ![]() Bilge Rat ![]() Join Date: Oct 2007 Posts: 2 ![]() Hey guys, New poster here. I've been following this mod for awhile now and can say it looks great. Unfortunately i'm having problems with it and could use some help. I installed the mod and loaded up the game, and went straight to the naval academy torpedo mission to learn how to use it. no problems there. It works perfectly and I scored all direct hits. But now when I try to load a career save I get a CTD. I've tried several different things to try to eliminate the problem with no luck. *I uninstalled the mod and loaded up my Career save. It loaded fine. *I tried creating then loading a new Career. CTD. *I've tried loading with and without SH3 Commander. ( SH3 Commander was Rolledback prior to installation and the U boat folder copied over). *Unloaded all non GWX specific mods and tried again. I'm stumped as to what to try next. Its so weird that it worked in the training mission but not a campaign. Any suggestions would be appreciated. Cheers. I have the same problem as Slang - please help Oldhat |
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#87 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
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OK first please try a clean install if you didn't already. If that fails please tell me your system specs. Thanks OLC
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#88 |
Electrician's Mate
![]() Join Date: Jul 2007
Location: Suffolk, Virginia
Posts: 135
Downloads: 0
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OK folks, I have received all relevant permissions to make public my fix for SB's Camera Mod to work with this groundbreaking mod of Onelifecrisis's.
The .dat file and SB's mod are on my FF page http://hosted.filefront.com/TheJhereg Just read the descriptions for the instructions. Enjoy ![]() Quick edit: Click on the "more details about this file" link to read the instructions. |
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#89 |
Weps
![]() Join Date: Nov 2006
Location: London, England (Usually in a pub...)
Posts: 358
Downloads: 49
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Hi OLC, I can see you have put a lot of time into this mod, great piece of work!
I have a question about using it though - and keep getting stuck..... I unistalled all my added mods then put this on and a few other graphics mods - nothing conflicted. Always a good sign. Anyway, I tried the naval academy convoy mission using your new mod - and within a few tries I was able to hit 4 ships one after the other very quickly. Being a convoy if you get the speed, distance and AOB from one of the merchants you only need make slight adjustments to the AOB as it goes past and you can hit others pretty much every time. So, feeling confident that I understood this I continued with my 3rd patrol starting out at Thalia supply ship and headed towards the entrance to the Gibraltar Strait - then I got a surprise - a Nelson class battleship with cruisers and destroyers as escorts moving very fast. I was able to creep up to within 4-5km of her without being seen, but this is where it went wrong for me. As the ship was moving so fast she crossed the line from bow to stern very quickly and I think I got a speed of around 16kts (later to prove wrong). During taking all the measurements I notice she is over 216m in length - the chrono scale goes to 200 - I didn't know how to keep up with it all. Suffice to say I balls'd the whole thing up! - Torps were nowhere near the mark and she escaped unhurt - I didn't - every destroyer had a go at me for my efforts.....! ![]() In a situation like this where the ship is very fast, and longer than the chrono scale what are you to do? - Is it a case of doubling up or dividing somewhere? EDIT - Forgot to add. When taking all the measurements, should the periscope be at normal or zoomed in level? And is there anything to take into consideration if it is (or isn't) zoomed? Also, many of the Integrated Orders Icons on my screen are all jumbled (corrupted) if you know what I mean. I did already have the GWX Integrated Orders installed via JSGME (thought that one was safe as it came with GWX) - does yours replace this? If so should I remove that mod? Another EDIT: I also play with full manual targeting and no officer assistance. Everything disabled except external views (for the eye-candy...) Hope you can help me out with this. Cheers! Px3000 Last edited by Phoenix3000; 10-25-07 at 05:39 PM. |
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#90 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
Uploads: 3
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216m is admittedly an awkward length. If it was 250m I would add together the readings from 150m scale and the 100m scale. If it was 225 I would multiply the 150m scale reading by 1.5. At 216m... I'd use the 200m scale and, if the result was a high number (as in your case) then I'd add 1 knot... but obviously that wouldn't be exact. All your other questions are answered in the readme file :p but I'll be nice: The instructions I've written for the range/aob finder are for when the scope is at 6X zoom. When the scope is at 1.5X zoom the process is exactly the same except that you have to multiply the number of marks you count vertically (for the range) and horizontally (for the AOB) by 4. This OLC GUI is not compatible with integrated orders. If there is an order in the IO mod which you would like added to the OLC GUI, just ask. Hope this helps. OLC
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